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Pathfinder Second Edition

Compendium

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Society (Int)

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You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that Knowledge to navigate the Complex physical, societal, and economic workings of settlements. Even if you’re untrained in Society, you can use it for the following General skill Actions.

  • Recall Knowledge about local history, important personalities, legal institutions, societal Structure, and Humanoid cultures. The GM might allow Society to apply to other creatures that are major elements of society in your Region, such as the draconic nobility in a Kingdom of humans ruled by dragons.
  • Subsist in a Settlement by finding shelter, scrounging, or begging for food.

Society Trained Actions

You must be trained in Society to use it to Decipher Writing.

  • Decipher Writing that’s a coded Message, text written in an incomplete or archaic form, or in some cases, text in a language you don’t know.

Create Forgery
Downtime, Secret

Requirements You provide the proper writing materials for your forgery.

You create a forged document, usually over the course of a day or a week. The GM rolls a Secret DC 20 Society check. If you need to forge a specific person’s handwriting, you need a sample of that person’s handwriting. Otherwise, you need only to have seen a similar document, and you gain up to a +4 circumstance bonus to the check (the GM determines the bonus).

Success The forgery is of good enough quality that passive observers can’t notice the fake (but see Examining Forgeries).

Failure The forgery has some obvious signs of being a fake, potentially allowing passive observers to detect it. Each time a passive observer sees the document, the GM compares your check result to the observer’s Perception DC or Society DC, whichever is higher. If your result doesn’t exceed a passive observer’s DC, that observer knows the document is a forgery.

Attributes

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